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|Session Name:||Until You Fall: Building Satisfying VR Combat on a Budget Part 2|
|Speaker(s):||Dave Bennett, Patrick Jalbert|
|Company Name(s):||Schell Games, Schell Games|
|Track / Format:||Production & Team Management|
|Overview:||Until You Fall is a VR melee action game that doubles down on the concept of juicy, over-the-top combat in the form of hitting monsters with swords and crushing gems to absorb their power.Because the game was built by a small team during a relatively short development cycle it was important to make tough calls about which interactions were truly central to making an awesome sword fighting game, and which interactions could be cut without compromising the sense of presence in VR.Intended as a companion piece to their first talk uploaded earlier this year, Dave Bennett (Project Director) and Patrick Jalbert (Design Director) talk through where the Until You Fall team focused their efforts during development, giving examples of how specific features ended up working (or in some cases, didn't work as expected).|